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Video Killed the HD-Map: Predicting Multi-Agent Behavior Directly From Aerial Images

arXiv.org Artificial Intelligence

The development of algorithms that learn multi-agent behavioral models using human demonstrations has led to increasingly realistic simulations in the field of autonomous driving. In general, such models learn to jointly predict trajectories for all controlled agents by exploiting road context information such as drivable lanes obtained from manually annotated high-definition (HD) maps. Recent studies show that these models can greatly benefit from increasing the amount of human data available for training. However, the manual annotation of HD maps which is necessary for every new location puts a bottleneck on efficiently scaling up human traffic datasets. We propose an aerial image-based map (AIM) representation that requires minimal annotation and provides rich road context information for traffic agents like pedestrians and vehicles. We evaluate multi-agent trajectory prediction using the AIM by incorporating it into a differentiable driving simulator as an image-texture-based differentiable rendering module. Our results demonstrate competitive multi-agent trajectory prediction performance especially for pedestrians in the scene when using our AIM representation as compared to models trained with rasterized HD maps.


PAMS: Platform for Artificial Market Simulations

arXiv.org Artificial Intelligence

This paper presents a new artificial market simulation platform, PAMS: Platform for Artificial Market Simulations. PAMS is developed as a Python-based simulator that is easily integrated with deep learning and enabling various simulation that requires easy users' modification. In this paper, we demonstrate PAMS effectiveness through a study using agents predicting future prices by deep learning.


OASIS: Optimal Arrangements for Sensing in SLAM

arXiv.org Artificial Intelligence

The number and arrangement of sensors on an autonomous mobile robot dramatically influence its perception capabilities. Ensuring that sensors are mounted in a manner that enables accurate detection, localization, and mapping is essential for the success of downstream control tasks. However, when designing a new robotic platform, researchers and practitioners alike usually mimic standard configurations or maximize simple heuristics like field-of-view (FOV) coverage to decide where to place exteroceptive sensors. In this work, we conduct an information-theoretic investigation of this overlooked element of mobile robotic perception in the context of simultaneous localization and mapping (SLAM). We show how to formalize the sensor arrangement problem as a form of subset selection under the E-optimality performance criterion. While this formulation is NP-hard in general, we further show that a combination of greedy sensor selection and fast convex relaxation-based post-hoc verification enables the efficient recovery of certifiably optimal sensor designs in practice. Results from synthetic experiments reveal that sensors placed with OASIS outperform benchmarks in terms of mean squared error of visual SLAM estimates.


Oracle Complexity Reduction for Model-free LQR: A Stochastic Variance-Reduced Policy Gradient Approach

arXiv.org Artificial Intelligence

We investigate the problem of learning an $\epsilon$-approximate solution for the discrete-time Linear Quadratic Regulator (LQR) problem via a Stochastic Variance-Reduced Policy Gradient (SVRPG) approach. Whilst policy gradient methods have proven to converge linearly to the optimal solution of the model-free LQR problem, the substantial requirement for two-point cost queries in gradient estimations may be intractable, particularly in applications where obtaining cost function evaluations at two distinct control input configurations is exceptionally costly. To this end, we propose an oracle-efficient approach. Our method combines both one-point and two-point estimations in a dual-loop variance-reduced algorithm. It achieves an approximate optimal solution with only $O\left(\log\left(1/\epsilon\right)^{\beta}\right)$ two-point cost information for $\beta \in (0,1)$.


Explaining Agent Behavior with Large Language Models

arXiv.org Artificial Intelligence

Intelligent agents such as robots are increasingly deployed in real-world, safety-critical settings. It is vital that these agents are able to explain the reasoning behind their decisions to human counterparts, however, their behavior is often produced by uninterpretable models such as deep neural networks. We propose an approach to generate natural language explanations for an agent's behavior based only on observations of states and actions, agnostic to the underlying model representation. We show how a compact representation of the agent's behavior can be learned and used to produce plausible explanations with minimal hallucination while affording user interaction with a pre-trained large language model. Through user studies and empirical experiments, we show that our approach generates explanations as helpful as those generated by a human domain expert while enabling beneficial interactions such as clarification and counterfactual queries.


MindAgent: Emergent Gaming Interaction

arXiv.org Artificial Intelligence

Large Language Models (LLMs) have the capacity of performing complex scheduling in a multi-agent system and can coordinate these agents into completing sophisticated tasks that require extensive collaboration. However, despite the introduction of numerous gaming frameworks, the community has insufficient benchmarks towards building general multi-agents collaboration infrastructure that encompass both LLM and human-NPCs collaborations. In this work, we propose a novel infrastructure - MindAgent - to evaluate planning and coordination emergent capabilities for gaming interaction. In particular, our infrastructure leverages existing gaming framework, to i) require understanding of the coordinator for a multi-agent system, ii) collaborate with human players via un-finetuned proper instructions, and iii) establish an in-context learning on few-shot prompt with feedback. Furthermore, we introduce CUISINEWORLD, a new gaming scenario and related benchmark that dispatch a multi-agent collaboration efficiency and supervise multiple agents playing the game simultaneously. We conduct comprehensive evaluations with new auto-metric CoS for calculating the collaboration efficiency. Finally, our infrastructure can be deployed into real-world gaming scenarios in a customized VR version of CUISINEWORLD and adapted in existing broader Minecraft gaming domain. We hope our findings on LLMs and the new infrastructure for general-purpose scheduling and coordination can help shed light on how such skills can be obtained by learning from large language corpora.


Practical Collaborative Perception: A Framework for Asynchronous and Multi-Agent 3D Object Detection

arXiv.org Artificial Intelligence

Occlusion is a major challenge for LiDAR-based object detection methods. This challenge becomes safety-critical in urban traffic where the ego vehicle must have reliable object detection to avoid collision while its field of view is severely reduced due to the obstruction posed by a large number of road users. Collaborative perception via Vehicle-to-Everything (V2X) communication, which leverages the diverse perspective thanks to the presence at multiple locations of connected agents to form a complete scene representation, is an appealing solution. State-of-the-art V2X methods resolve the performance-bandwidth tradeoff using a mid-collaboration approach where the Bird-Eye View images of point clouds are exchanged so that the bandwidth consumption is lower than communicating point clouds as in early collaboration, and the detection performance is higher than late collaboration, which fuses agents' output, thanks to a deeper interaction among connected agents. While achieving strong performance, the real-world deployment of most mid-collaboration approaches is hindered by their overly complicated architectures, involving learnable collaboration graphs and autoencoder-based compressor/ decompressor, and unrealistic assumptions about inter-agent synchronization. In this work, we devise a simple yet effective collaboration method that achieves a better bandwidth-performance tradeoff than prior state-of-the-art methods while minimizing changes made to the single-vehicle detection models and relaxing unrealistic assumptions on inter-agent synchronization. Experiments on the V2X-Sim dataset show that our collaboration method achieves 98\% of the performance of an early-collaboration method, while only consuming the equivalent bandwidth of a late-collaboration method.


Generalization through Diversity: Improving Unsupervised Environment Design

arXiv.org Artificial Intelligence

Agent decision making using Reinforcement Learning (RL) heavily relies on either a model or simulator of the environment (e.g., moving in an 8x8 maze with three rooms, playing Chess on an 8x8 board). Due to this dependence, small changes in the environment (e.g., positions of obstacles in the maze, size of the board) can severely affect the effectiveness of the policy learned by the agent. To that end, existing work has proposed training RL agents on an adaptive curriculum of environments (generated automatically) to improve performance on out-of-distribution (OOD) test scenarios. Specifically, existing research has employed the potential for the agent to learn in an environment (captured using Generalized Advantage Estimation, GAE) as the key factor to select the next environment(s) to train the agent. However, such a mechanism can select similar environments (with a high potential to learn) thereby making agent training redundant on all but one of those environments. To that end, we provide a principled approach to adaptively identify diverse environments based on a novel distance measure relevant to environment design. We empirically demonstrate the versatility and effectiveness of our method in comparison to multiple leading approaches for unsupervised environment design on three distinct benchmark problems used in literature.


Crowd-Aware Multi-Agent Pathfinding With Boosted Curriculum Reinforcement Learning

arXiv.org Artificial Intelligence

Multi-Agent Path Finding (MAPF) in crowded environments presents a challenging problem in motion planning, aiming to find collision-free paths for all agents in the system. MAPF finds a wide range of applications in various domains, including aerial swarms, autonomous warehouse robotics, and self-driving vehicles. The current approaches for MAPF can be broadly categorized into two main categories: centralized and decentralized planning. Centralized planning suffers from the curse of dimensionality and thus does not scale well in large and complex environments. On the other hand, decentralized planning enables agents to engage in real-time path planning within a partially observable environment, demonstrating implicit coordination. However, they suffer from slow convergence and performance degradation in dense environments. In this paper, we introduce CRAMP, a crowd-aware decentralized approach to address this problem by leveraging reinforcement learning guided by a boosted curriculum-based training strategy. We test CRAMP on simulated environments and demonstrate that our method outperforms the state-of-the-art decentralized methods for MAPF on various metrics. CRAMP improves the solution quality up to 58% measured in makespan and collision count, and up to 5% in success rate in comparison to previous methods.


One ACT Play: Single Demonstration Behavior Cloning with Action Chunking Transformers

arXiv.org Artificial Intelligence

Learning from human demonstrations (behavior cloning) is a cornerstone of robot learning. However, most behavior cloning algorithms require a large number of demonstrations to learn a task, especially for general tasks that have a large variety of initial conditions. Humans, however, can learn to complete tasks, even complex ones, after only seeing one or two demonstrations. Our work seeks to emulate this ability, using behavior cloning to learn a task given only a single human demonstration. We achieve this goal by using linear transforms to augment the single demonstration, generating a set of trajectories for a wide range of initial conditions. With these demonstrations, we are able to train a behavior cloning agent to successfully complete three block manipulation tasks. Additionally, we developed a novel addition to the temporal ensembling method used by action chunking agents during inference. By incorporating the standard deviation of the action predictions into the ensembling method, our approach is more robust to unforeseen changes in the environment, resulting in significant performance improvements.